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Discussion Starter · #1 ·
HQ:

Chaos Lord: Mark of Slaanesh, D. Flight, D. Essence, D. Aura, D. Strength, Twin Lightning claws, Melta-Bombs

Elites:

3 Obliterators

Troops:

6 Noise Marines w/ Mark of Slaanesh and 6 Sonic Blasters

6 Noise Marines w/ Mark of Slaanesh and 5 Sonic Blasters and 1 Blastmaster

6 Chaos Marines w/ Undivided Mark bp/ccw and furious charge riding in a rhino w/ havoc launcher, smoke launcher and extra armor

7 Chaos Marines w/ Undivided Mark 5 w/ bolters and 2 w/ plasma guns all with infiltrate

Heavy Support:

7 Chaos Havocs w/ Undivided Mark 3 w/ bolters 1 w/ autocannon 3 w/ heavy bolters all w/ infiltrate

Dreadnaught w/ Plasma Cannon, extra armor, smoke launcher, and mutated hull

Defiler w/ Battle Cannon and Heavy Flamer

39 models total. 1499 points

Any and all help and criticism will be much appreciated.

Thanks in advance for looking.
 

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señor brushman!
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6 Chaos Marines w/ Undivided Mark bp/ccw and furious charge riding in a rhino w/ havoc launcher, smoke launcher and extra armor
I'd try to beaf up the unit to 8/9 instead of 6. This way they will survive longer and do more damage.

Ben
 

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6 Chaos Marines w/ Undivided Mark bp/ccw and furious charge riding in a rhino w/ havoc launcher, smoke launcher and extra armor
-i would actually drop the rhino completely, which would allow you 2 more marines minimum and infiltrate. i have found this works better lately then rhino as the rhino can die to 1 shot, the squad when there are 8 have good survivability. I would try and get an aspiring champion with a power weapon in the squad also as its heading right for combat.

7 Chaos Havocs w/ Undivided Mark 3 w/ bolters 1 w/ autocannon 3 w/ heavy bolters all w/ infiltrate
-why are you mixing in 1 random autocannon? It will waste the squad to have a mixture as if you need to shoot the autocannon then the heavy bolters are usually wasted. I'm a fan of 4 heavy bolters in a squad mainly as they are excellent at causing wounds, and usually can drop those pesky landspeeders

Besides these 2 things i actually like the list. it has multiple squads that can lay down a lot of firepower, and can be pretty flexible. You somewhat lack high strength weaponary, however you can get around this by being creative with the lord and the plasma guns.
 
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Discussion Starter · #4 ·
Well, the only reason that I had the rhino was because of the philosophy of, 'whatever is shooting at the rhino isn't shooting at the dreadnaught or defiler'.

But I think eliminating the rhino completly will give me the points to make the defiler indirect fire and give my combat squad a champ w/ pfist like you suggest, and maybe room for an additional marine.

As for the havoc squad the mixture is pure laziness on my part, I only have 3 heavy bolters and 1 autocannon ( don't ask ) but as an anti-personnel squad I have to tell you that they are rock solid!

However; I'm going to remove the autocannon from that squad completely and just get off my ass and paint another Noise marine w/ blastmaster and give it to the 6 man squad that doesn't have one. That should give an anti-armor element to that squad as well.

Thanks to both of you guys for responding, I appreciate all the help I get! :yes:
 

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Librarian from Hell
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I think Indirect Fire is a superb upgrade on the Defiler. It is grreat against enemies you cannot see like sniper-vypers and Tau-battle suits.
The Lord looks OK, but he would look even better with infiltrate. The sooner he gets into close combat the better.

I would also consider equipping the first of the Slaanesh marine units for cc, giving them infiltrate instead of the Rhino squad. They benefit from the higher initiative all the time, not only when charging. If you give them a champion they could be a very dangerous melee unit.
Losing the Rhino would also give you points to beef up the CSM unit who used to ride in it.
 

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Indirect fire is a very useful upgrade, both directly and indirectly (not in terms of shooting, in terms of what I'm about to say) in that with such a huge monstrosity hiding behind a hill or copse sending high-flying mortar shells with tremendous accuracy onto the foe, whoever you're playing is going to make putting a stop to this menace a relatively high priority. Who cares about the lack of a rhino to draw fire, they're only hought about before they disgorge their cargo and in the last turn, when they scoot around the side and try and contest a table quarter. If your op has deep striking troops, they'll probably be down behind your lines to take out the defiler, and once thats gone they've got a long slog back to the fight (deep strike troops aren't cheap, and defilers are less than dreads. Just cakeloads more scary).

With the loss of the rhino you should make mobility a priority with that squad so infiltrate should come before the AC. You might want to consider dropping the Lord's d.flight asnd replacing it with infiltrate so he can maybe latch onto a NM squad which will be advancing rather than acting as a fire base? I don't know, it's all down to how you play it.
 
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